/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabaseRegistrar.h
Attempts to suss out the key that this action should be registered under; if it doesn't find a better one then it associates the action with the node filling this out.
bool AddBlueprintAction ( [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) const & AssetDataOwner, [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) * NodeSpawner )